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	<head>
		<title>three.js - shader</title>
		<meta charset="utf-8">
		<style type="text/css">
			body {
				color: #ffffff;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #000000;
				margin: 0px;
				overflow: hidden;
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			#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
			}

			a {

				color: #ffffff;
			}

		</style>
	</head>
	<body>

		<div id="container"></div> 
		<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - shader demo. featuring <a href="http://www.pouet.net/prod.php?which=52761" target="_blank">Monjori by Mic</a></div> 

		<script type="text/javascript" src="js/Stats.js"></script>

		<script type="text/javascript" src="../build/Three.js"></script>
		<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>

		<script id="vertex_shader" type="x-shader/x-vertex">
			void main()
			{
				gl_Position = vec4( position, 1.0 );
			}
		</script>

		<script id="fragment_shader" type="x-shader/x-fragment">
			#ifdef GL_ES
			precision highp float;
			#endif

			uniform vec2 resolution;
			uniform float time;

			void main(void)
			{
			    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
			    float a = time*40.0;
			    float d,e,f,g=1.0/40.0,h,i,r,q;
			    e=400.0*(p.x*0.5+0.5);
			    f=400.0*(p.y*0.5+0.5);
			    i=200.0+sin(e*g+a/150.0)*20.0;
			    d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
			    r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
			    q=f/r;
			    e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
			    d=sin(e*g)*176.0+sin(e*g)*164.0+r;
			    h=((f+d)+a/2.0)*g;
			    i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
			    h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
			    h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
			    i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
			    i=mod(i/5.6,256.0)/64.0;
			    if(i<0.0) i+=4.0;
			    if(i>=2.0) i=4.0-i;
			    d=r/350.0;
			    d+=sin(d*d*8.0)*0.52;
			    f=(sin(a*g)+1.0)/2.0;
			    gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
			}
		</script>

		<script type="text/javascript">

			var container, stats;

			var camera, scene, renderer;

			var uniforms, material, mesh;

			var mouseX = 0, mouseY = 0,
			lat = 0, lon = 0, phy = 0, theta = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			init();
			setInterval( loop, 1000 / 60 );

			function init() {

				container = document.getElementById( 'container' );

				camera = new THREE.Camera();
				camera.position.z = 1;

				scene = new THREE.Scene();

				uniforms = {
					time: { type: "f", value: 1.0 },
					resolution: { type: "v2", value: new THREE.Vector2() }
				};

				material = new THREE.MeshShaderMaterial( {

					uniforms: uniforms,
					vertex_shader: document.getElementById( 'vertex_shader' ).textContent,
					fragment_shader: document.getElementById( 'fragment_shader' ).textContent

					} );

				mesh = new THREE.Mesh( new Plane( 2, 2 ), material );
				scene.addObject( mesh );

				renderer = new THREE.WebGLRenderer();
				container.appendChild( renderer.domElement );

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

				onWindowResize();

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize( event ) {

				uniforms.resolution.value.x = window.innerWidth;
				uniforms.resolution.value.y = window.innerHeight;
				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function loop() {

				uniforms.time.value += 0.05;

				renderer.render( scene, camera );
				stats.update();

			}

		</script>

	</body>
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